Assetto Corsa won't start? Game slows down? Flies out? Glitchy? Solving the most common problems. Setting up the car Assetto corsa control


The material proposes an analysis of the feedback settings in Assetto Corsa and comments on them. As well as options for settings are offered, for example, the steering wheel Logitech G25/27.

After the release of update 1.1, changes were made to the material. They are insignificant, but nevertheless they expand the material. For the convenience of those who have already read the article, changes and additions are in italics.

Steering wheel driver settings

Recommendations appearing on the network from alleged developers, where it is proposed to set all parameters to 100, did not show themselves in any way. Therefore, we will configure differently, based on the actual operation of the FFB.

Spring Effect Strength- Enabling the parameter does not affect the feedback in the game. You can put at least 0, at least 150.

Damper Effect Strength- The parameter is used by the game FFB and can be configured in the game menu, by the Damping value. It is optimal to set 100, and already in the game, if necessary, make adjustments.

Enable Centering Spring in Force Feedback Games- This effect is not tied to the game FFB, and is only needed in order to provide a spring, return the steering wheel to neutral, as if it were an antediluvian steering wheel with elastic loading. Of course, it is not used by anyone in modern games and simulators. However, sometimes small values ​​are useful to create a tighter handlebar center. Its small values ​​(10-17) do not yet create a real spring, do not forcibly return the steering wheel to the center, but already give a slight resistance, when the steering wheel deviates, which in some games, where the steering wheel is simply completely empty in the center, create the illusion of feedback integrity . In AC, due to the fact that the FFB almost always applies some sort of steering input, this makes little sense. However, for lovers of the most “dense” center, you can add a little more “density” to it.

So 10 is the value at which the effect begins to return the steering wheel to neutral in principle (with Overal Effect Strength - 101 and other FFB effects completely disabled, including the main one). With a value of 9, on a car in such conditions when there is no common FFB, the steering wheel does not return to neutral at all - apparently the own weight of the shaft and steering wheel resists.

When FFB is enabled in the game, the value of 17 is the maximum at which the steering wheel does not return to neutral (in this case, FFB already resists).
Increasing the parameter even higher begins to interfere with the control, and when the car is stationary, the steering wheel itself returns to the center position.

Total - the inclusion of values ​​​​10-17, adds a little "density" to the center of the steering wheel, with minimal loss for the information content of the FFB.

Also, there is an opinion that simply turning on the checkbox Enable Centering Spring in Force Feedback Games, with a zero value of the parameter, has a positive effect on the density of the center of the steering wheel. But this is not obvious in AC.

filter- According to many users, this is a kind of software filter designed to smooth out sharp shocks and vibrations of the steering wheel.
But in reality, it simply increases the amplitude of the swing of the steering wheel when driving. From light pushes back and forth, with a minimum or zero value, to a very specific buildup of the car. At large values, the steering wheel gently shifts to the left to the right, and if you release it while moving in a straight line, the car will turn to the left, then to the right. Tied only to the main parameter Gain, but on the effects Kerb Effect and road effect and slip effect has no effect.

Damping- Viscosity. Damping the steering wheel. Creates a sense of the car's weight. The steering wheel becomes harder to turn, and in both directions. Which negatively affects the rudder shift time during counter-steering. Does not depend on other effects. But it affects all other effects the stronger, the greater its value - it absorbs them.
Works only when enabled Damping Effect Strength in .
Values Damping Effect Strength in profile and Damping reinforce each other in the game. This means that the maximum effect strength can be achieved with a maximum value of 150 in the profile, and a maximum value of 99 in the game. But such values ​​are very redundant, so it makes sense to set 100 in the profile, and already adjust it in the game to suit your feelings. With large damping values ​​and small Gain values, the binding effect of the parameter is so high that the steering wheel will not tend to the neutral position at all - turn it, release it, and it will remain in this position, even when the car is moving.

That is, this effect does not carry any information, payload. And therefore, it can be disabled even in the profile, even in the game, unless there is a desire to adjust the pleasant heaviness of the steering wheel.

How to set up:
First set up all other effects for comfortable control. Then add the value of Damping in the game, in small portions, which is called to taste. At the same time, keeping in mind that the emerging heaviness makes the steering more pleasant, adds weight to the car, but steals information, cutting off, swallowing other effects. Adding it is a compromise.
According to my observations, up to about 20, it creates a heaviness that is pleasant to the hands, and does not harm the information component. At a value of 35, damping is already excessive, it interferes with countersteering, and already swallows some of the effects. For some cars, you can set values ​​​​from 5 to 20.

Minimum Force
A parameter that allows you to make the center of the steering wheel more rigid, at the cost of cutting off some of the effects.
High values ​​of the parameter create rigid, up to knocking, boundaries of the central zone of the steering wheel, while a clear, fixed center, like a spring, still does not work, and the effects are "cut" strongly. The steering wheel becomes less informative, Feedback sharp, hard knocks appear already at a parameter value of - 15. The steering wheel begins to vibrate and knock on its own even when the car is stationary. A further increase in the value of the parameter only aggravates. In my opinion - 5 optimal value for G25.

Some sim racers rely on a utility to determine the minforce value of the iRacing simulator, however, the resulting numbers, around 15, are unacceptable, at least with the settings I recommend.

Kerb Effect- By itself, the effect does not work. Only in conjunction with included Gain. The effect is manifested on kerbs, lawns / roadsides, paving stones, gutters, etc. That is, it works out all the coatings outside the roadway and associated with it.
At the same time, it reacts to the type of surface, and not to its shape. At large values ​​of the parameter, it gives a strong knock, so only small values ​​\u200b\u200bare to be used. With values ​​in the region of 20-30, on lawns, roadsides, gravel traps, it is almost not noticeable, it gives only a slight vibration. On paving stones and similar surfaces, a dense, well-marked vibration. No knock. On kerbs, quite tolerable shocks are obtained, depending on the speed, turning either into vibration or into separate vibrations.

You should not refuse the effect, because without it, the difference in coatings is not felt, and some of the kerbs simply merge with the track (flat, drawn kerbs will not be worked out). The presence of at least the minimum values ​​of the Kerb Effect parameter provides information about when the wheels of the car hit a surface other than the road surface, and when they left it.

In doing so, the following must be kept in mind: Kerb Effect works out only the type of surface, and at low values ​​does not create any unpleasant knocks, bounces and vibrations. The main feedback parameter is Gain, which itself creates a steering response on those kerbs that are made voluminous (3D mesh, not just a texture on a flat polygon). The reaction of the main effect - Gain, on some kerbs, and with the Kerb Effect completely disabled, gives a knock, crackle and other troubles. So, turning on the Kerb Effect even smooths out these knocks a little, due to the fact that the reaction of different density from the Kerb Effect and Gain is summed up, some knocks are “swallowed”. That is, with small Kerb Effect values, this is an effect that is absolutely useful, both informationally and tactilely. Knocks and blows on volumetric kerbs, junctions of the canvas and the curb, are not given by him, but by the main FFB, and turning off Kerb Effect does not get rid of this.

road effect- By itself, the effect does not work. Only in conjunction with Gain. Adds vibration and jolts from the coating while driving. And together with remove knocks, rattling and other unpleasant effects.

It reacts to the surface, not to the shape, and not only to the roadway, but also to kerbs, as well as lawns. At maximum values, it knocks and vibrates so that everything on the table also starts to ring ... You can endure somewhere up to 35-45, and then there is a slight knock in some places. At low values, 15-20 does not create any problems at all, but fills the steering wheel with a bit of surface feel. They are very unobtrusive, and sometimes not even noticeable, but nevertheless, they complement the overall "picture" of feedback.

Adds a surface feel to kerbs. The main Gain effect works out the shape (height), the Kerb Effect ribbed the surface, and the Road Effect adds roughness to the kerb. This is well felt, for example, in the Hohenrain (chicane before the last turn, you get on it in hotlap mode before the start of the circle) of the North Loop.

Also, the Road Effect makes you feel the difference in the quality of the coatings. Unfortunately, this is not felt at most joints of the racing surface. But still there are places where the joints are noticeable. For example, on the same Northern Loop 24 hours, when leaving the last turn to the finish line of the GP section.

slip effect- Gives vibration when the wheels slip and slip any of the wheels.

If set to high values, there are clearly visible vibration effects with any tire slip. Even when shifting gears on powerful cars. However, at the same time, wheel slip at the start turns into a frank bounce and knock. Reducing the values ​​to 9-10 leaves only vibration during slip, but the effect of micro slip during gear changes disappears. The effect remains barely noticeable during drift and skid.

The effect could be useful if it was worked out. But it's a rough vibration that borders on a knock that feels like it's not tied to actual tire slip. Although it (seems) to intensify - it decreases, depending on the sliding speed, but does not change the amplitude, and has an unpleasant, uninformative character. Therefore, in my opinion, it should be turned off, or only the smallest values ​​should be used, in the region of 3-9. Purely to indicate the effect, as unobtrusively as possible.

Axes settings

The parameters described below are required for setting rudders with a small turning radius and are not related to feedback. In the case of G25 \ 27, it makes no sense to touch them. Nevertheless, in general terms, I will go through them.

Gamma- Changes the linearity of the rudder axis. The higher the value, the less effective the steering is in the near-neutral zone, and the sharper the steering is in the extreme positions.

filter- What this parameter does, I do not understand. Up to 0.99, I did not notice any difference, and at 1 the steering wheel does not work at all. Perhaps you can understand its work only with active control, a steering wheel with a small turning radius. But in the absence of such, I did not appreciate the possibilities.

speed sensitivity- The sensitivity of the axis of the steering wheel on the speed of movement. The higher the value of the parameter, the greater the angle you need to turn the steering wheel, the lower the speed at which this dependence appears. So, at maximum values, the steering wheel must be turned with interceptions, immediately after breaking away, and at minimum values, the steering costs increase smoothly with increasing speed.

Brake Gamma- Setting the non-linearity of the brake pedal. The default is 2.40, which makes the axis non-linear. With this value, at the beginning of the pedal stroke, the sensitivity is low, and at the end, on the contrary, it is high. But not pronounced. In general, this is a matter of taste, and features of the pedals. But if possible, you should not get used to various kinds of disproportionate dosing. On the G25, the pedals are quite precise, so I prefer linear travel - I set it to 1, which allows me to dose the proportions of virtual brake pedal travel evenly.

Individual FFB settings in the vehicle setup(made in the garage already on the track)

There are also two feedback options in the car settings, which are applied individually to each car, and to each track. it Force Feedback% and FF Damping %. Both options default to 100%. Actually, this is the percentage of the value of the total FFB force and the damper effect. They decrease or increase these parameters accordingly. It is recommended to touch them only if the basic settings described above give too weak or too strong FFB for a particular car. Moreover, they allow you to set changes for a specific setup or track.

Some users advise to set the value common force FFB Gain- 100, and in the car settings already adjust the value. This approach has the right to life, but it is definitely less convenient. Simply because for most cars, the basic FFB settings are fine and the individual settings rarely need to be touched. And putting Gain - 100, we will get excess force, knocks and bounce on all machines, and each of them will have to be adjusted individually, on each track. It is not comfortable.

AT Assetto Corsa, the feedback of cars is different. In some, the steering wheel itself is tighter, in others less. Depending on the FFB settings, this can be very pronounced. For example Ferrari 312T feels great with a parameter of 60, and 70 is already too much for her - the effects are cut. And some cars, like the Sauber C9, on the contrary, have very light steering. To compensate for this moment, it is worth using the individual FFB settings in the car setup. Thus, I recommend touching these parameters only for individual cars, in those rare cases when it is necessary, increasing or decreasing the values ​​​​by 10-20%.

Setting examples

Changed after update 1.1
I tested on most cars, on the Nurburgring, Spa, Imola tracks, both for general feedback and for the reaction of kerbs, roadsides, etc. The first two examples performed well everywhere. The third option (heavy) is suitable for some cars, not for others, and with a high damper, unfortunately, only changing the total force does not manage to make a good feedback balance. Therefore, if you like a heavy steering wheel, and this set, on some cars you need to adjust it individually.

Soft-comfort - Compromise balanced option


Soft center. All effects are present, but unobtrusively, without rattling. Works softly and neatly. If it hits somewhere, then this is the main effect, and there is no getting away from it.

Profile
Overal Effect Strength -101
Spring EffectStrength -0
Damper Effect Strength -100

Game settings
Gain - 60
Filter - 20
Damping - 5
Minimum Force - 5
Kerb Effect - 20
Road Effect -20
Slip effect - 9

Maximum information content


qualifying option. With this set, you can work on the result. Soft center. Effects that do not carry information are disabled.

Profile
Overal Effect Strength -101
Spring EffectStrength -0
Damper Effect Strength -100
Enable Centering Spring in Force Feedback Games - 0 (on)

Game settings
Gain - 60
filter - 0
Damping - 0
Minimum Force - 5
Kerb Effect - 20
Road Effect -0
Slip effect - 9

Hard


Option for real men. Like vodka with beer :) Pronounced effects, but without rattling. Heavy steering wheel. Some of the effects are cut, but does this bother the harsh Chelyabinsk men? The set is not for records, but for hard work on the track.

Profile
Overal Effect Strength -90
Spring EffectStrength -0
Damper Effect Strength -100
Enable Centering Spring in Force Feedback Games - 9 (on) (just in case)

Game settings
Gain - 70
Filter - 90
Damping - 35
Minimum Force - 9
Kerb Effect - 35
Road Effect -35
Slip effect - 9

Separately, I want to say to beginners, those who have just purchased a feedback steering wheel and strive to make the steering wheel as tight as possible to achieve greater realism:
A tight steering wheel, as realistic as it seems at first, is just as harmful. It deprives you of communication with the car, overloads the steering motors, interferes fast response.
A tight, especially heavily damped steering wheel will not allow you to achieve maximum results.

Successful races!
Sincerely,
Alexei.

If Assetto Corsa crashes, Assetto Corsa will not start, Assetto Corsa not installing, there are no controls in Assetto Corsa, no sound in game, errors happen in Assetto Corsa – we offer you the most common ways to solve data problems.

Be sure to update your video card drivers and other software

Before you remember the worst words and express them towards the developers, do not forget to go to the official website of the manufacturer of your video card and download the latest drivers. Often, specially optimized drivers are prepared for the release of games. You can also try installing a later version of the drivers if the problem is not solved by installing the current version.

It is important to remember that you should only download the final versions of video cards - try not to use beta versions, as they may have a large number of bugs not found and not fixed.

Do not forget that games often require installation for stable operation. latest version DirectX, which can always be downloaded from the official Microsoft website.

Assetto Corsa won't start

Many problems with launching games happen due to incorrect installation. Check if there were any errors during the installation, try to uninstall the game and run the installer again, after disabling the antivirus - often the files necessary for the game to work are deleted by mistake. It is also important to remember that in the path to the folder with installed game there should be no Cyrillic characters - use only Latin letters and numbers for directory names.

It still does not hurt to check if there is enough space on the HDD for installation. You can try to run the game as Administrator in compatibility mode with different versions of Windows.

Assetto Corsa slows down. Low FPS. Logs. Friezes. hangs up

First - install the latest drivers for the video card, from this FPS in the game can rise significantly. Also check the computer's load in the task manager (opened by pressing CTRL + SHIFT + ESCAPE). If, before starting the game, you see that some process is consuming too many resources, turn off its program or simply end this process from the task manager.

Next, go to the graphics settings in the game. First of all, turn off anti-aliasing and try lowering the settings responsible for post-processing. Many of them consume a lot of resources and disabling them will significantly increase performance without greatly affecting the quality of the picture.

Assetto Corsa crashes to desktop

If Assetto Corsa often crashes to your desktop, try lowering the graphics quality to start solving the problem. It is possible that your computer simply does not have enough performance and the game cannot work correctly. It is also worth checking for updates - most modern games have a system for automatically installing new patches. Check if this option is disabled in the settings.

Black screen in Assetto Corsa

More often than not, the problem with the black screen is an issue with the GPU. Check if your video card satisfies minimum requirements and install the latest drivers. Sometimes a black screen is the result of insufficient CPU performance.

If everything is fine with the hardware, and it meets the minimum requirements, try switching to another window (ALT + TAB), and then return to the game window.

Assetto Corsa is not installed. Installation stuck

First of all, check if you have enough HDD space for installation. Remember that the setup program requires the advertised amount of space plus 1-2 gigabytes of free space on the system drive to run properly. In general, remember the rule - the system drive should always have at least 2 gigabytes of free space for temporary files. Otherwise, both games and programs may not work correctly or refuse to start at all.

Installation problems can also occur due to lack of Internet connection or its unstable operation. Also, do not forget to suspend the antivirus while installing the game - sometimes it interferes with the correct copying of files or deletes them by mistake, considering them viruses.

Saves not working in Assetto Corsa

By analogy with the previous solution, check the availability of free space on the HDD - both on the one where the game is installed and on the system drive. Often save files are stored in a folder of documents, which is located separately from the game itself.

Controls not working in Assetto Corsa

Sometimes the controls in the game do not work due to the simultaneous connection of several input devices. Try disabling the gamepad, or if for some reason you have two keyboards or mice connected, leave only one pair of devices. If the gamepad does not work for you, then remember that only controllers that are defined as Xbox joysticks officially support games. If your controller is defined differently, try using programs that emulate Xbox joysticks (for example, x360ce).

Sound not working in Assetto Corsa

Check if the sound works in other programs. After that, check if the sound is turned off in the settings of the game itself and if the sound playback device is selected there, to which your speakers or headset are connected. Next, while the game is running, open the mixer and check if the sound is muted there.

If you are using an external sound card- check for new drivers on the manufacturer's website.

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Setting up the machine in racing simulator just as important as knowing how to corner properly. In some cases, the ability to tune the car may be even more important. than the ability to drive flawlessly. In most cases, the ratio is about 70 to 30. That is, 70% of the speed lies solely on the skills of the pilot, and about 30% can be accelerated due to the competent tuning of the car.

Settings are personal

This is the first thing to understand. Each person needs an individual setup, because the style of piloting decides a lot. On the same settings, pilots of equal speed may show different results due to different preferences. Some people like oversteer, some like understeer. Therefore, everyone should have a minimum knowledge of setting up a car, even those pilots who take it from their partners.

Basic terms

I understand perfectly well that most people already know this very well, but I do not exclude that beginners will need a definition of the word "steerability". So, understeer is a rather abstract quantity that cannot be measured. It shows the behavior of the car in a turn. It can be redundant, insufficient and neutral. Oversteer - the car tends to “dive into corners”, while the rear axle is often not very stable and there is a risk of skidding. Understeer is a phenomenon in which the front axle of a car overshoots a curve. That same feeling when the steering wheel is already turned all the way, and for some reason the car drives straight ahead. Neutral steering is almost never found in nature, in addition, it is different for each pilot. But nevertheless, with neutral understeer, the car perfectly obeys the steering wheel in all corners. This is what you should strive for when setting up a car. In fact, it is almost impossible to achieve it and we will always have to compromise. We will also mention the apex of the turn. Apex- this is the turning point, which lies as close as possible to the inside of the turn in its very center. Roughly speaking, this is the point. after which you should start accelerating.

We set up the car

Each car has default settings - this is where to start. I recommend refueling the average amount of fuel, because on a full tank the car loses sensitivity and reacts to changes in settings quite lazily. Why not on an empty tank? Yes, simply because races are not won in qualifying. For every pilot, the top priority is the race. First, let's find the settings for the race, and then we'll see how the car rides on empty tanks. So, we are on the default settings, the average amount of fuel gurgles in the tank. We need to drive a few laps to understand which way to go. For each pilot, this is an individual process, in addition, everything depends on experience. Someone can understand in 3 circles what he needs, someone needs a dozen. I don’t recommend driving less than 3-5 laps, because you need to bring the car into a combat state: at least warm up the rubber set to the desired temperatures. After a short trip, you already begin to understand what is preventing you from going through turns faster. And after that, this table will be very useful to us:

The setting parameters in the table are shown on English language, because there are a lot of localization options and different terms can be translated in different ways. For the same reason, I highly recommend playing in English. This table is quite simple and understandable.

Note: FWD is front wheel drive, RWD is rear wheel drive.

Consider an example

For example, at the entrance to a fast turn, the rear-wheel drive car becomes understeer, and after the apex, the rear axle drifts and, as a result, oversteer is observed. To solve this problem, look at the plate. At the corner entry, we must have a disadvantage - therefore, we need to change one of these parameters front spring +, rear spring +, front bump dumpers +, etc. The + or - sign means an increase or decrease in parameters, respectively. For example, it is highly undesirable to change the suspension parameters due to the fact that rubber wear will increase or the balance will be disturbed on other turns. Then we need to choose the parameters that we can change first. For example, in this example, we can try to increase Caster first. Attention, parameter changes should be minor. Don't rush into this. If changing caster does not bring the desired effect, we return its value to its place and try something else. For example, differential settings. Often this detail is able to give the desired effect. Fine-tuning the differential allows you to adjust the response to the closing-opening of the throttle. In our case, we will increase the Coast parameter, which allows the car to brake more efficiently with the engine, and at the same time reduce the Power parameter, which will allow the car to accelerate more smoothly and steadily out of the corner. As you probably already understood, we are constantly looking for balance. A change in some parameters entails a change in others, and our task is to accurately select them. There is nothing complicated in this - the usual routine.

Aerobatics

When you are limited in settings or track conditions change, you will have to adjust to the new balance of the car. You must know how to artificially induce understeer or oversteer. Oversteer during acceleration is caused by NOT pressing the gas pedal all the way (dosing gas). If, on the contrary, you drown the pedal right away, the car will go past. This effect depends on the car, type of rubber, suspension settings, but nevertheless, it is present. In the same way, in order to “break” the car into a fast or medium-speed turn, you need to sharply release the gas, at the same time turn the steering wheel (in some cases, drop the gear), then add pressure on the gas pedal, correctly dosing (remember, that gas to the floor leads to understeer).

conclusions

With the help of such simple manipulations, you can accurately select the settings for any car on any track. Note that this method works not only in Assetto Corsa, but also in other simulators (rFactor, iRacing, Project CARS). The only thing that is needed for this is desire and time. Over time, when there is more experience, car tuning will occur on an intuitive level very quickly. I hope the article was useful to someone, I wish you all success on the track.

Description of Logitech Profiler settings

Spring Effect Strength - Enabling the parameter does not affect the feedback in the game. You can put at least 0, at least 150.

Damper Effect Strength - This parameter is used by the game FFB and can be adjusted in the game menu, by the Damping value. It is optimal to set 100, and already in the game, if necessary, make adjustments.

Enable Centering Spring in Force Feedback Games - This effect is not tied to the game FFB, and is only needed in order to provide a spring, return the steering wheel to neutral, like an antediluvian rubber-loaded steering wheel. Of course, it is not used by anyone in modern games and simulators. However, sometimes small values ​​are useful to create a tighter handlebar center. Its small values ​​(10-17) do not yet create a real spring, do not forcibly return the steering wheel to the center, but already give a slight resistance, when the steering wheel deviates, which in some games, where the steering wheel is simply completely empty in the center, create the illusion of feedback integrity . In AC, due to the fact that the FFB almost always applies some sort of steering input, this makes little sense. However, for lovers of the most “dense” center, you can add a little more “density” to it.

So 10 is the value at which the effect begins to return the steering wheel to neutral in principle (with Overal Effect Strength - 101 and other FFB effects completely disabled, including the main one). With a value of 9, on a car in such conditions when there is no common FFB, the steering wheel does not return to neutral at all - apparently the own weight of the shaft and steering wheel resists.

When FFB is enabled in the game, the value of 17 is the maximum at which the steering wheel does not return to neutral (in this case, FFB already resists).
Increasing the parameter even higher begins to interfere with the control, and when the car is stationary, the steering wheel itself returns to the center position.

Total - the inclusion of values ​​​​10-17, adds a little "density" to the center of the steering wheel, with minimal loss for the information content of the FFB.

Also, there is an opinion that simply turning on the checkbox Enable Centering Spring in Force Feedback Games, with a zero value of the parameter, has a positive effect on the density of the center of the steering wheel. But this is not obvious in AC.

Game settings

Filter - According to many users, this is a kind of software filter designed to smooth out sharp shocks and vibrations of the steering wheel.
But in reality, it simply increases the amplitude of the swing of the steering wheel when driving. From light pushes back and forth, with a minimum or zero value, to a very specific buildup of the car. At large values, the steering wheel gently shifts to the left to the right, and if you release it while moving in a straight line, the car will turn to the left, then to the right. It is tied only to the main Gain parameter, and does not affect the Kerb Effect and Road Effect and Slip Effect.

Damping - Viscosity. Damping the steering wheel. Creates a sense of the car's weight. The steering wheel becomes harder to turn, and in both directions. Which negatively affects the rudder shift time during counter-steering. Does not depend on other effects. But it affects all other effects the stronger, the greater its value - it absorbs them.
Only works when Damping Effect Strength is enabled in the Logitech profile.
The values ​​of Damping Effect Strength in the profile and Damping in the game reinforce each other. This means that the maximum effect strength can be achieved with a maximum value of 150 in the profile, and a maximum value of 99 in the game. But such values ​​are very redundant, so it makes sense to set 100 in the profile, and already adjust it in the game to suit your feelings. With large damping values ​​and small Gain values, the binding effect of the parameter is so high that the steering wheel will not tend to the neutral position at all - turn it, release it, and it will remain in this position, even when the car is moving.

That is, this effect does not carry any information, payload. And therefore, it can be disabled even in the profile, even in the game, unless there is a desire to adjust the pleasant heaviness of the steering wheel.

How to set up:
First set up all other effects for comfortable control. Then add the value of Damping in the game, in small portions, which is called to taste. At the same time, keeping in mind that the emerging heaviness makes the steering more pleasant, adds weight to the car, but steals information, cutting off, swallowing other effects. Adding it is a compromise.
According to my observations, up to about 20, it creates a heaviness that is pleasant to the hands, and does not harm the information component. At a value of 35, damping is already excessive, it interferes with countersteering, and already swallows some of the effects. For some cars, you can set values ​​​​from 5 to 20.

Minimum Force
A parameter that allows you to make the center of the steering wheel more rigid, at the cost of cutting off some of the effects.
High values ​​of the parameter create rigid, up to knocking, boundaries of the central zone of the steering wheel, while a clear, fixed center, like a spring, still does not work, and the effects are "cut" strongly. The steering wheel becomes less informative, the feedback is sharp, hard knocks appear already at a parameter value of -15. The steering wheel starts to vibrate and knock on its own even when the car is stationary. A further increase in the value of the parameter only aggravates. According to my feelings - 5 is the optimal value for G25.
Some sim racers rely on a utility to determine the minforce value of the iRacing simulator, however, the resulting numbers, around 15, are unacceptable, at least with the settings I recommend.

Kerb Effect - The effect itself does not work. Only in conjunction with Gain enabled. The effect is manifested on kerbs, lawns / roadsides, paving stones, gutters, etc. That is, it works out all the coatings outside the roadway and associated with it.
At the same time, it reacts to the type of surface, and not to its shape. At large values ​​of the parameter, it gives a strong knock, so only small values ​​\u200b\u200bare to be used. With values ​​in the region of 20-30, on lawns, roadsides, gravel traps, it is almost not noticeable, it gives only a slight vibration. On paving stones and similar surfaces, a dense, well-marked vibration. No knock. On kerbs, quite tolerable shocks are obtained, depending on the speed, turning either into vibration or into separate vibrations.

You should not refuse the effect, because without it, the difference in coatings is not felt, and some of the kerbs simply merge with the track (flat, drawn kerbs will not be worked out). The presence of at least the minimum values ​​of the Kerb Effect parameter provides information about when the wheels of the car hit a surface other than the road surface, and when they left it.

At the same time, be sure to keep in mind the following point: Kerb Effect works out only the type of surface, and at low values ​​does not create any unpleasant knocks, bounces and vibrations. The main feedback parameter is Gain, which itself creates a steering response on those kerbs that are made voluminous (3D mesh, not just a texture on a flat polygon). The reaction of the main effect - Gain, on some kerbs, and with the Kerb Effect completely disabled, gives a knock, crackle and other troubles. So, turning on the Kerb Effect even smooths out these knocks a little, due to the fact that the reaction of different density from the Kerb Effect and Gain is summed up, some knocks are “swallowed”. That is, with small Kerb Effect values, this is an effect that is absolutely useful, both informationally and tactilely. Knocks and blows on volumetric kerbs, junctions of the canvas and the curb, are not given by him, but by the main FFB, and turning off the Kerb Effect does not eliminate this.

Road Effect - The effect itself does not work. Only in conjunction with Gain. Adds vibration and jolts from the coating while driving. And together with remove knocks, rattling and other unpleasant effects.
It reacts to the surface, not the shape, and not only to the roadway, but also to kerbs, as well as lawns.
At maximum values, it knocks and vibrates so that everything on the table also starts to ring ... You can endure somewhere up to 35-45, and then there is a slight knock in some places. At low values, 15-20 does not create any problems at all, but fills the steering wheel with a bit of surface feel. They are very unobtrusive, and sometimes not even noticeable, but nevertheless, they complement the overall "picture" of feedback.
Adds a surface feel to kerbs. The main Gain effect works out the shape (height), the Kerb Effect ribbed the surface, and the Road Effect adds roughness to the kerb. This is well felt, for example, in the Hohenrain (chicane before the last turn, you get on it in hotlap mode before the start of the circle) of the North Loop.
Also, the Road Effect makes you feel the difference in the quality of the coatings. Unfortunately, this is not felt at most joints of the racing surface. But still there are places where the joints are noticeable. For example, on the same Northern Loop 24 hours, when leaving the last turn to the finish line of the GP section.

Game settings (continued)

Slip Effect - Gives vibration when wheels slip and slip any of the wheels.
If set to high values, there are clearly visible vibration effects with any tire slip. Even when shifting gears on powerful cars. However, at the same time, wheel slip at the start turns into a frank bounce and knock. Reducing the values ​​to 9-10 leaves only vibration during slip, but the effect of micro slip during gear changes disappears. The effect remains barely noticeable during drift and skid.
The effect could be useful if it was worked out. But it's a rough vibration that borders on a knock that feels like it's not tied to actual tire slip. Although it (seems) to intensify - it decreases, depending on the sliding speed, but does not change the amplitude, and has an unpleasant, uninformative character. Therefore, in my opinion, it should be turned off, or only the smallest values ​​should be used, in the region of 3-9. Purely to indicate the effect, as unobtrusively as possible.

Axes settings

The parameters described below are required for setting rudders with a small turning radius and are not related to feedback. In the case of G25 \ 27, it makes no sense to touch them. Nevertheless, in general terms, I will go through them.

Gamma - Changes the linearity of the rudder axis. The higher the value, the less effective the steering is in the near-neutral zone, and the sharper the steering is in the extreme positions.

Filter - I don't understand what this parameter does. Up to 0.99, I did not notice any difference, and at 1 the steering wheel does not work at all. Perhaps you can understand its work only with active control, a steering wheel with a small turning radius. But in the absence of such, I did not appreciate the possibilities.

Speed ​​Sensitivity - The sensitivity of the steering axis to the speed of movement. The higher the value of the parameter, the greater the angle you need to turn the steering wheel, the lower the speed at which this dependence appears. So, at maximum values, the steering wheel must be turned with interceptions, immediately after breaking away, and at minimum values, the steering costs increase smoothly with increasing speed.

Brake Gamma - Setting the non-linearity of the brake pedal. The default is 2.40, which makes the axis non-linear. With this value, at the beginning of the pedal stroke, the sensitivity is low, and at the end, on the contrary, it is high. But not pronounced. In general, this is a matter of taste, and features of the pedals. But if possible, you should not get used to various kinds of disproportionate dosing. On the G25, the pedals are quite precise, so I prefer linear travel - I set it to 1, which allows me to dose the proportions of virtual brake pedal travel evenly.

Individual FFB settings in the car setup (made in the garage already on the track)
There are also two feedback options in the car settings, which are applied individually to each car, and to each track.
This is Force Feedback%
and FF Damping %
Both options default to 100%
Actually, this is the percentage of the value of the total FFB force and the damper effect. They decrease or increase these parameters accordingly.
It is recommended to touch them only if the basic settings described above give too weak or too strong FFB for a particular car. Moreover, they allow you to set changes for a specific setup or track.

Some users advise to set the value of the total force FFB Gain - 100, and adjust the value in the car settings.
This approach has the right to life, but it is definitely less convenient. Simply because for most cars, the basic FFB settings are fine and the individual settings rarely need to be touched. And setting Gain - 100 , we will get excess force, knocks and bounce on all machines, and each of them will have to be adjusted individually, on each track. It is not comfortable.

In Assetto Corsa, the feedback of the cars is different. In some, the steering wheel itself is tighter, in others less. Depending on the FFB settings, this can be very pronounced. For example, a Ferrari 312T feels great with a setting of 60, but 70 is already too much for it - the effects are cut. And some cars, like the Sauber C9, on the contrary, have very light steering. To compensate for this moment, it is worth using the individual FFB settings in the car setup.
Thus, I recommend touching these parameters only for individual cars, in those rare cases when it is necessary, increasing or decreasing the values ​​​​by 10-20%.

1.2. Setting preferences

Sets (machine settings) are installed in the "DOCUMENTS" folder ...\Users\Your Computer Name\Documents\Assetto Corsa\setups\The car you drive\Route.
...\Documents\Assetto Corsa\setups\ferrari_2017\spa Throw the steering wheel settings into the "DOCUMENTS" folder ...\Users/Document/Assetto Corsa\cfd\controllers\savedsetups

1.3. Hotkeys in the game

Ctrl+A - ABS adjustment
Ctrl+T - vehicle adjustment
Ctrl+G - enable/disable automatic transmission
Ctrl+H - hide/show all HUD elements
Ctrl+I - enable/disable trajectory line
Ctrl+L - enable/disable names above players
Ctrl+Q - enable/disable damage indicator
Ctrl+D - show damage indicator for a while

F1 F3 F5 F6 F7 - switching cameras, views
F8 - screenshot without interface, built-in game function
F9 - toggle player list mode (bottom of screen)
F11 - on / off. virtual mirror
F12 - screenshot, Steam function

Numbers from 1 ... to 0 - pressure adjustment in% in the turbine for some cars
Quick Messages - With Num Lock on, numbers from 1 to 9
(Text of messages in file: Documents\Assetto Corsa\plugins\ptracker - ptracker.ini - Section )

HDR The most significant performance gain, up to 115 fps, is turning off HDR (you can in the game menu). This disables FXAA, and the picture becomes less smooth again, the lines become jagged .. But it is less rideable.
You can lower other anti-aliasing settings and the FPS will rise even more, but the picture becomes too unpleasant. Mirrors C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\system\cfg\assetto_corsa.ini Grass C:\Users\Eyefinity\Documents\Assetto Corsa\cfg\video.ini
WORLD_DETAIL=5 ; 0 to 5
The complete absence of grass gives plus 5 fps. Reflections C:\Users\Eyefinity\Documents\Assetto Corsa\cfg\video.ini
SIZE=1024
Reducing the size of the reflected texture gives an increase of 5-7 fps. In this case, the quality of the reflection in the car naturally deteriorates. To make it simple, you can set it to 128. Or you can turn it off altogether by setting 0. The cars will be matte, but the frame rate rises by about 10 fps. In addition, turning off reflection slightly affects environment. Everything will be more matte, but there will be less moiré and “stirring” of textures. Shadows C:\Users\Eyefinity\Documents\Assetto Corsa\cfg\video.ini
SHADOW_MAP_SIZE=1024
Reducing the size also gives a gain in several FPS. Shadows become more blurry. Something related to lod mip mapping C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\system\cfg\dx11.ini
setMIP_LOD_BIAS=0
It also gives a small increase, about 5fps.

1.5. Other

Unlock game-wheel baud rate up to 333hz (default 150hz) ...\Steam\steamapps\common\assettocorsa\system\cfg assetto_corsa.ini FF_SKIP_STEPS=0 For those who know what ENABLE_GYRO gives in the game...\Steam \steamapps\common\assettocorsa\system\cfg assetto_corsa.ini ENABLE_GYRO=0 set 1/dd> Apps tack files on screen...\Steam\steamapps\common\assettocorsa\content\gui\controls\form\ Disable arrows from rivals ...\Steam\steamapps\common\assettocorsa\system\cfg - proximity_indicator.ini set HIDE=1 Free camera by F5, F7 ...\Steam\steamapps\common\assettocorsa\system\cfg - assetto_corsa.ini ALLOW_FREE_CAMERA= 0 change from 0 to 1 Camera control: directional arrows, Shift + WASDFG ...\Steam\steamapps\common\assettocorsa\system\cfg - camera_onboard_free.ini SPHERICAL_COORDS set to 0 Make pit stop plugin invisible in pit lane, (only lights up when you click on the arrows) ...\Steam\steamapps\common\assettocorsa\system\cfg - pitstop.i ni AUTO_APP_ON_PITLANE=1 set to 0 Disable camera shake in replay...\Steam\steamapps\common\assettocorsa\system\cfg\camera_track
CAMERA_WOBBLING_SPEED=0.0 (was 0.001)
CAMERA_WOBBLING_STRENGTH=0.0 (was 0.08) Disable windshield cracked from strong impacts did not shatter in the cabin...\Steam\steamapps\common\assettocorsa\system\cfg assetto_corsa.ini GLASS_THRESHOLD=1 (was 0.65) Activate developer tools (global dynamic data by auto) ...\Steam\steamapps\common\assettocorsa\system\cfg assetto_corsa.ini ENABLE_DEV_APPS=0 set to 1
P.S. Such changes are canceled when the game is updated, so with each update you need to edit the game files again.


 
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